Lostdragon, on 15 April 2013 - 09:07 AM, said:
People saying this don't understand how it impacts the balance of the game.
Oh? Lets see.
Variable precision on direct fire weaponry means either:
1. More shots needed to take down the average mech because more shots will be spread over the mech (with some even, gasp, missing entirely) because of the inherent inaccuracy.
or...
2. More time needed to take down the average mech because the pilot is spacing shots to gain the highest accuracy for each.
In short, the game will more closely resemble the boardgame.
I think I've got a decent handle on how it would affect the game. What's your version?
FrostCollar, on 15 April 2013 - 09:21 AM, said:
Because it's deviating from the rules? Sports rules aren't about making the best game, they're about making sure everyone's playing the same game. It's the same reason Olympic swimmers are required to use similar suits instead of the best suits.
That's about the only counterpoint that makes sense.
Now follow the logic: why does this rule (having a random spread) exist in the game? It's to prevent the single-shot headshot from being
the way people go down. The headshot is supposed to be a low percentage shot. Any competitive shooter (and we're talking real world shooting here) will tell you that aiming center of mass on a humanoid target is the better target.
Now do people still go for headshots? Yeah... But often the shots are aimed for the "Sniper's Triangle" area, which is the area between the inside of both shoulders and the middle of the sternum. Real-world, this area is high in vital structures (spine, lungs, many large arteries and veins, top of heart) and offers a high chance of single round disablement. Game-world this area is the highest average "point value" for a hit, as well as a miss. A miss high-center from this area results in a headshot. A miss right, center-low, or left results in a chest or abdomen shot, so even if you miss the intended target with every round, you still have a good chance of taking down the target.
Choosing your aimpoint on a presented target to get the BEST result out your aim based on the possible spread is a skill, just as being able to hit that aimpoint is. It's just not the same skill. Being better at both of those skills is what helps distinguish an excellent player from the merely good.
There
is a 'headshots only' setting. If "skill" were only "who can get the most headshots," then the E-sports groups would probably use it. They don't, to my knowledge.
Adding a variable shot spread would introduce at least one different skill set into aiming, possibly two, maybe more.
- First you would have judging weather the crosshair is tight enough to place the shot(s) where you want it/them.
- Second you would have shot pacing. Keeping the crosshair as small as possible so as to keep best accuracy for all shots.
It would also affect builds, in that longer range weapons are (by necessity) going to be more inherently accurate than medium range weapons. Means the lighter ACs are going to be more accurate than the heavier ones... and that the heavier energy weapons are going to be more accurate than the lighter ones. And missiles are going to be missiles.